Commit 74a28db1 authored by wjf's avatar wjf

l

parent 7ed69a67
...@@ -62,6 +62,7 @@ import { StateType } from '../something/enum/StateType'; ...@@ -62,6 +62,7 @@ import { StateType } from '../something/enum/StateType';
import { HairballBlackState } from '../something/states/HairballBlackState'; import { HairballBlackState } from '../something/states/HairballBlackState';
import { HairballGreyDisAni } from '../something/anis/HairballGreyDisAni'; import { HairballGreyDisAni } from '../something/anis/HairballGreyDisAni';
import { HairballBrownState } from '../something/states/HairballBrownState'; import { HairballBrownState } from '../something/states/HairballBrownState';
import { EleDownAni } from '../something/anis/EleDownAni';
const aniClass = { const aniClass = {
"BoomAni": BoomAni, "BoomAni": BoomAni,
...@@ -170,6 +171,14 @@ export default class MainScene extends Scene { ...@@ -170,6 +171,14 @@ export default class MainScene extends Scene {
* 4表示都有,遍历两边,down比up小,从左先 * 4表示都有,遍历两边,down比up小,从左先
*/ */
connectState: number = 2; connectState: number = 2;
/**
* 应用棋盘大遮罩,还是单独对生成元素,连通元素用小方形遮罩
* 出于性能问题,用大遮罩,只遮一次,
* 但是如果出现连通口上格子的下排正下方格子不为空的情况,必须用小方形遮罩,否则元素穿帮
* 或者生成口上排正上方格子不为空时也
* 默认用大遮罩
*/
useSmallMask: boolean = false;
//皮肤上的 //皮肤上的
public starProgress: eui.Image; public starProgress: eui.Image;
public scoreTxt: eui.Label; public scoreTxt: eui.Label;
...@@ -245,15 +254,10 @@ export default class MainScene extends Scene { ...@@ -245,15 +254,10 @@ export default class MainScene extends Scene {
NetManager.ins.showLog(getlogItem(10)) NetManager.ins.showLog(getlogItem(10))
NetManager.ins.showLog(getlogItem(13)) NetManager.ins.showLog(getlogItem(13))
//步数初始化
this.steps = this.chapterData.stepCount;
//初始化目标信息 //初始化目标信息
this.initTarget(); this.initTarget();
//初始化回收口,如果是棒棒糖关卡,那么在地图底部增加棒棒糖洞, //初始化回收口,如果是棒棒糖关卡,那么在地图底部增加棒棒糖洞,用到map
this.initRecycle(); this.initRecycle();
//初始化格子
this.initLattices();
//初始化元素 //初始化元素
this.initElement(); this.initElement();
//重置基础元素类型及特效 //重置基础元素类型及特效
...@@ -271,7 +275,6 @@ export default class MainScene extends Scene { ...@@ -271,7 +275,6 @@ export default class MainScene extends Scene {
this.addChild(this["settingAll"]) this.addChild(this["settingAll"])
//AiControl初始化, //AiControl初始化,
AiControl.ins.init(this.lattices); AiControl.ins.init(this.lattices);
//引导 //引导
this.initGuide(); this.initGuide();
} }
...@@ -312,31 +315,27 @@ export default class MainScene extends Scene { ...@@ -312,31 +315,27 @@ export default class MainScene extends Scene {
this.stepNumber.x = 123; this.stepNumber.x = 123;
this.stepNumber.y = 97; this.stepNumber.y = 97;
this.addChild(this.stepNumber); this.addChild(this.stepNumber);
//步数初始化
this.steps = this.chapterData.stepCount;
//分数进度条,托管 //分数进度条,托管
this.scoreProgress = new ScoreProgress(this.starProgress, this.scoreTxt, this.chapterData.starScores); this.scoreProgress = new ScoreProgress(this.starProgress, this.scoreTxt, this.chapterData.starScores);
this.scoreTxt.y -= 2; this.scoreTxt.y -= 2;
//背景图生成 //地图生成
// var bg = drawBg(this.chapterData.map.paths, this.chapterData.map.lattices)
var path = generateMapBg(this.chapterData.map.lattices); var path = generateMapBg(this.chapterData.map.lattices);
var bg = drawBg(path, this.chapterData.map.lattices) var bg = drawBg(path, this.chapterData.map.lattices)
this.addChild(bg); this.addChild(bg);
this.map = bg; this.map = bg;
//选择框 //初始话地图格子数据,主要因为有冰块,要添加进map,还有要判断是否需要大遮罩,所以位置在这里
var textureChoosed: egret.Texture = RES.getRes("chooseRect_png") this.initLattices();
this.choosed = new eui.Image(textureChoosed);
this.choosed.x = -textureChoosed.textureWidth / 2;
this.choosed.y = -textureChoosed.textureHeight / 2;
//容器 //容器
this.elementContainer = new egret.DisplayObjectContainer(); this.elementContainer = new egret.DisplayObjectContainer();
this.addChild(this.elementContainer); this.addChild(this.elementContainer);
//加遮罩 //加遮罩
// var mask = new egret.Shape(); if (!this.useSmallMask) {
// mask.graphics.beginFill(0xffffff, 1); var mask = drawShape(path);
// mask.graphics.drawRect(Tool.offsetX, Tool.offsetY, Tool.width * Tool.colNum, Tool.height * Tool.rowNum + 100); this.elementContainer.mask = mask;
// mask.graphics.endFill(); this.addChild(mask)
// var mask = drawShape(path); }
// this.elementContainer.mask = mask;
// this.addChild(mask)
//容器事件 //容器事件
this.elementContainer.addEventListener(egret.TouchEvent.TOUCH_BEGIN, this.mouseDownE, this); this.elementContainer.addEventListener(egret.TouchEvent.TOUCH_BEGIN, this.mouseDownE, this);
this.elementContainer.addEventListener(egret.TouchEvent.TOUCH_MOVE, this.mouseMoveE, this); this.elementContainer.addEventListener(egret.TouchEvent.TOUCH_MOVE, this.mouseMoveE, this);
...@@ -366,11 +365,16 @@ export default class MainScene extends Scene { ...@@ -366,11 +365,16 @@ export default class MainScene extends Scene {
this[arrObj[i]].count = nums[i]; this[arrObj[i]].count = nums[i];
this.addChild(this[arrObj[i]]) this.addChild(this[arrObj[i]])
} }
//道具使用时蒙层 //选择框 无需加入场景
var textureChoosed: egret.Texture = RES.getRes("chooseRect_png")
this.choosed = new eui.Image(textureChoosed);
this.choosed.x = -textureChoosed.textureWidth / 2;
this.choosed.y = -textureChoosed.textureHeight / 2;
//道具使用时蒙层 无需加入场景
this.propGuide = new PropGuide(); this.propGuide = new PropGuide();
this.propGuide.touchEnabled = true; this.propGuide.touchEnabled = true;
// this.addChild(this.propGuide); // this.addChild(this.propGuide);
//bonusTime引导,备用的 //bonusTime引导,备用的,无需加入场景
this.bonusTime = new BonusTime(); this.bonusTime = new BonusTime();
this.bonusTime.x = 375; this.bonusTime.x = 375;
this.bonusTime.y = 600; this.bonusTime.y = 600;
...@@ -406,7 +410,7 @@ export default class MainScene extends Scene { ...@@ -406,7 +410,7 @@ export default class MainScene extends Scene {
if (this.passElements && this.passElements[ElementType.LOLLIPOP]) { if (this.passElements && this.passElements[ElementType.LOLLIPOP]) {
//初始化recycleIndexs, //初始化recycleIndexs,
var recycles = this.chapterData.map.recycles; var recycles = this.chapterData.map.recycles;
//如果没有就取最下层的 //如果没有就取最下层的,用地图数据格子初始化
if (!recycles || !recycles.length) { if (!recycles || !recycles.length) {
var endRowNumHash = {}, endRowNum: number = 0;; var endRowNumHash = {}, endRowNum: number = 0;;
for (var i = 0; i < this.chapterData.map.lattices.length; i++) { for (var i = 0; i < this.chapterData.map.lattices.length; i++) {
...@@ -450,7 +454,7 @@ export default class MainScene extends Scene { ...@@ -450,7 +454,7 @@ export default class MainScene extends Scene {
this.map.addChildAt(imgs, 0); this.map.addChildAt(imgs, 0);
} }
} }
//初始化地图格子数据 //初始化地图格子数据,包括生成口,联通口
initLattices() { initLattices() {
var latticesD = this.chapterData.map.lattices; var latticesD = this.chapterData.map.lattices;
//先格子 //先格子
...@@ -478,8 +482,16 @@ export default class MainScene extends Scene { ...@@ -478,8 +482,16 @@ export default class MainScene extends Scene {
ice.y = p[1]; ice.y = p[1];
} }
} }
//生成口数据
var genLatDatas = this.chapterData.map.generateLats || [];
//设置生成口, //设置生成口,
this.generateIndexs = Tool.setGenerateLats(this.lattices, this.chapterData.map.generateLats || []) this.generateIndexs = Tool.setGenerateLats(this.lattices, genLatDatas)
//判断生成口上排正上方格子是否存在
for (var i = 0; i < genLatDatas.length; i++) {
var genLatData: GenerateLatData = genLatDatas[i]
var index = genLatData.index;
if (this.lattices[index - Tool.colNum]) this.useSmallMask = true;
}
var downMax: number = 0; var downMax: number = 0;
var upMax: number = 0; var upMax: number = 0;
...@@ -488,6 +500,7 @@ export default class MainScene extends Scene { ...@@ -488,6 +500,7 @@ export default class MainScene extends Scene {
//联通口 //联通口
var connectedLats = this.chapterData.map.connectedLats || []; var connectedLats = this.chapterData.map.connectedLats || [];
for (var i = 0; i < connectedLats.length; i++) { for (var i = 0; i < connectedLats.length; i++) {
//0是上格子,1是下格子
var connectedLat = connectedLats[i]; var connectedLat = connectedLats[i];
this.lattices[connectedLat[0]].down = connectedLat[1]; this.lattices[connectedLat[0]].down = connectedLat[1];
this.lattices[connectedLat[1]].up = connectedLat[0]; this.lattices[connectedLat[1]].up = connectedLat[0];
...@@ -496,12 +509,10 @@ export default class MainScene extends Scene { ...@@ -496,12 +509,10 @@ export default class MainScene extends Scene {
var colDown = Tool.indexToRc(connectedLat[1])[1]; var colDown = Tool.indexToRc(connectedLat[1])[1];
downMax = Math.max(downMax, colDown); downMax = Math.max(downMax, colDown);
upMax = Math.max(upMax, colUp); upMax = Math.max(upMax, colUp);
if (colUp > colDown) { if (colUp > colDown) hasBigToSmall = true;
hasBigToSmall = true; else if (colUp < colDown) hasSmallToBig = true;
} //连通口上格子的下排正下方格子是否存在
else if (colUp < colDown) { if (this.lattices[connectedLat[0] + Tool.colNum]) this.useSmallMask = true;
hasSmallToBig = true;
}
} }
//1表示存在小列连通到大列,从右往左遍历 //1表示存在小列连通到大列,从右往左遍历
//2表示存在大列连通到小烈,从左往右遍历 //2表示存在大列连通到小烈,从左往右遍历
...@@ -519,8 +530,7 @@ export default class MainScene extends Scene { ...@@ -519,8 +530,7 @@ export default class MainScene extends Scene {
} }
else if (hasSmallToBig) { else if (hasSmallToBig) {
this.connectState = 1; this.connectState = 1;
} }//否则默认的2
//否则默认的2
} }
//初始化地图元素 //初始化地图元素
initElement() { initElement() {
...@@ -1064,8 +1074,6 @@ export default class MainScene extends Scene { ...@@ -1064,8 +1074,6 @@ export default class MainScene extends Scene {
if (/*!this.fallVerMark ||*/ Tool.judgeOutOne(this.emptys, this.lattices)) { if (/*!this.fallVerMark ||*/ Tool.judgeOutOne(this.emptys, this.lattices)) {
// this.fallVerMark = true; // this.fallVerMark = true;
var anis = this.fallVerticalEx(); var anis = this.fallVerticalEx();
// anis = anis.concat(this.fallVerticalEx())
// anis = anis.concat(this.fallSkewEx())
if (!anis.length) { if (!anis.length) {
anis = this.fallSkewEx() anis = this.fallSkewEx()
if (!anis.length) { if (!anis.length) {
...@@ -1216,20 +1224,20 @@ export default class MainScene extends Scene { ...@@ -1216,20 +1224,20 @@ export default class MainScene extends Scene {
} }
} }
} }
// if (this.connectState == 1) { if (this.connectState == 1) {
// for (var m = Tool.colNum; m >= 0; m++)operation(m) for (var m = Tool.colNum; m >= 0; m--)operation(m)
// } }
// else if (this.connectState == 2) { else if (this.connectState == 2) {
for (var m = 0; m < Tool.colNum; m++) operation(m) for (var m = 0; m < Tool.colNum; m++) operation(m)
// } }
// else if (this.connectState == 3) { else if (this.connectState == 3) {
// for (var m = Tool.colNum; m >= 0; m++) operation(m); for (var m = Tool.colNum; m >= 0; m--) operation(m);
// for (var m = 0; m < Tool.colNum; m++) operation(m); for (var m = 0; m < Tool.colNum; m++) operation(m);
// } }
// else if (this.connectState == 4) { else if (this.connectState == 4) {
// for (var m = 0; m < Tool.colNum; m++) operation(m); for (var m = 0; m < Tool.colNum; m++) operation(m);
// for (var m = Tool.colNum; m >= 0; m++) operation(m); for (var m = Tool.colNum; m >= 0; m--) operation(m);
// } }
return anis; return anis;
} }
...@@ -1331,7 +1339,7 @@ export default class MainScene extends Scene { ...@@ -1331,7 +1339,7 @@ export default class MainScene extends Scene {
//是竖直的。播放声音 //是竖直的。播放声音
if (isVertical) { if (isVertical) {
playSound(SoundType.fall); playSound(SoundType.fall);
deltaTime = Tool.latDeltaTime * 2 / 3; deltaTime = Tool.latDeltaTime * 2 / 3;//加系数有问题,包括wait
} }
let count = 0; let count = 0;
let countAll = anis.length; let countAll = anis.length;
...@@ -1355,25 +1363,26 @@ export default class MainScene extends Scene { ...@@ -1355,25 +1363,26 @@ export default class MainScene extends Scene {
let fp = Tool.getPositionByIndex(firstIndex.index); let fp = Tool.getPositionByIndex(firstIndex.index);
ele.x = fp[0]; ele.x = fp[0];
ele.y = fp[1] - Tool.height; ele.y = fp[1] - Tool.height;
//加遮罩
let mask = Tool.getRectMask();
mask.x = fp[0];
mask.y = fp[1];
this.elementContainer.addChild(mask);
ele.mask = mask;
tween = egret.Tween.get(ele); tween = egret.Tween.get(ele);
//有等待的话 //有等待的话,只有多格子掉落的时候才有
if (wait) { if (wait) tween.wait(wait);
// console.log(wait) //加遮罩,需要遮罩写法,
tween.wait(wait); if (this.useSmallMask) {
let mask = Tool.getRectMask();
mask.x = fp[0];
mask.y = fp[1];
this.elementContainer.addChild(mask);
ele.mask = mask;
tween.to({ x: fp[0], y: fp[1] }, deltaTime)
.call(() => {
//移除遮罩
ele.mask = null;
//回收
mask.recover()
})
} else {
tween.to({ x: fp[0], y: fp[1] }, deltaTime)
} }
tween.to({ x: fp[0], y: fp[1] }, deltaTime)
.call(() => {
//移除遮罩
ele.mask = null;
//回收
mask.recover()
})
wait += deltaTime wait += deltaTime
} else { } else {
oriRow = ele.row; oriRow = ele.row;
...@@ -1391,22 +1400,24 @@ export default class MainScene extends Scene { ...@@ -1391,22 +1400,24 @@ export default class MainScene extends Scene {
let indexUp = this.lattices[index].up; let indexUp = this.lattices[index].up;
let downPos = Tool.getPositionByIndex(index); let downPos = Tool.getPositionByIndex(index);
let upPos = Tool.getPositionByIndex(indexUp); let upPos = Tool.getPositionByIndex(indexUp);
//加遮罩 //用遮罩的写法
// let mask11 = Tool.getRectMask(); if (this.useSmallMask) {
// mask11.x = indexUp[0]; //up处的动画
// mask11.y = indexUp[1]; EleMaskAni(ele, upPos, wait, this.elementContainer, true, deltaTime);
// ele.mask = mask11; tween.set({ alpha: 0 })
// this.elementContainer.addChild(mask11); .wait(deltaTime)
EleMaskAni(ele, upPos, wait, this.elementContainer, true); .set({ alpha: 1 })
tween.set({ alpha: 0 }) //down位置处的动画
.wait(deltaTime) EleMaskAni(ele, downPos, wait, this.elementContainer, false, deltaTime);
.set({ alpha: 1 }) } else {
//down位置处的动画 tween.to({ x: upPos[0], y: upPos[1] + Tool.height }, deltaTime);
EleMaskAni(ele, downPos, wait, this.elementContainer); EleDownAni(ele, downPos, wait, this.elementContainer, false, deltaTime)
}
//修改oriRow //修改oriRow
oriRow = Tool.indexToRc(index)[0]; oriRow = Tool.indexToRc(index)[0];
lastX = downPos[0]; lastX = downPos[0];
lastY = downPos[1]; lastY = downPos[1];
wait += deltaTime;
} else { } else {
//算间隔 //算间隔
var delta = Tool.indexToRc(index)[0] - oriRow; var delta = Tool.indexToRc(index)[0] - oriRow;
......
...@@ -14,9 +14,16 @@ import { StateType } from "./enum/StateType"; ...@@ -14,9 +14,16 @@ import { StateType } from "./enum/StateType";
export class Tool { export class Tool {
/** /**
* 每格掉落时间 * 每格掉落时间
* 掉落速度这个定
*/
public static latDeltaTime:number = 90;
/**
* 总行数
*/ */
public static latDeltaTime = 90;
public static rowNum = 9; public static rowNum = 9;
/**
* 总列数
*/
public static colNum = 9; public static colNum = 9;
/** /**
* 格子宽度 * 格子宽度
......
import { Tool } from "../Tool";
import { ElementType } from "../enum/ElementType";
import { EffectType } from "../enum/EffectType";
import { Element } from "../class/Element";
import { Pool } from "../Pool";
import { RecoverName } from "../enum/RecoverName";
/**
* 元素向下的动画
* 没有遮罩
* @param eleC
* @param p
* @param con
* @param callback
*/
export function EleDownAni(
eleC: Element,
p: number[],
wait: number,
con: egret.DisplayObjectContainer,
isUp: boolean = false,
deltaTime:number,
callback?: Function
) {
let ele = Tool.getElement(eleC.type);
ele.effectType = eleC.effectType;
ele.x = p[0];
ele.y = p[1] - Tool.height * (isUp ? 0 : 1);
egret.Tween.get(ele)
.wait(wait)
.call(()=>{
con.addChild(ele);
})
.to({ x: p[0], y: p[1] + Tool.height * (isUp ? 1 : 0) }, deltaTime)
.call(() => {
//回收元素
con.removeChild(ele);
Pool.recover(RecoverName.ELEMENT, ele);
//回调
callback && callback();
})
}
\ No newline at end of file
...@@ -18,6 +18,7 @@ export function EleMaskAni( ...@@ -18,6 +18,7 @@ export function EleMaskAni(
wait: number, wait: number,
con: egret.DisplayObjectContainer, con: egret.DisplayObjectContainer,
isUp: boolean = false, isUp: boolean = false,
deltaTime:number,
callback?: Function callback?: Function
) { ) {
let ele = Tool.getElement(eleC.type); let ele = Tool.getElement(eleC.type);
...@@ -37,7 +38,7 @@ export function EleMaskAni( ...@@ -37,7 +38,7 @@ export function EleMaskAni(
.call(()=>{ .call(()=>{
con.addChild(ele); con.addChild(ele);
}) })
.to({ x: p[0], y: p[1] + Tool.height * (isUp ? 1 : 0) }, Tool.latDeltaTime) .to({ x: p[0], y: p[1] + Tool.height * (isUp ? 1 : 0) }, deltaTime)
.call(() => { .call(() => {
//回收元素 //回收元素
con.removeChild(ele); con.removeChild(ele);
......
import { Ani } from "../class/Ani"; import { Ani } from "../class/Ani";
import { ImageAni } from "../class/ImageAni"; import { ImageAni } from "../class/ImageAni";
import { ElementType } from "../enum/ElementType";
//原点已是中心 //原点已是中心
export class IceAni extends Ani { export class IceAni extends Ani {
...@@ -10,7 +11,7 @@ export class IceAni extends Ani { ...@@ -10,7 +11,7 @@ export class IceAni extends Ani {
constructor() { constructor() {
super(); super();
this.aniName = "IceAni"; this.aniName = "IceAni";
this.showImage = new ImageAni(["ele7_png", "ice2_png", "ice3_png", "ice4_png", "ice5_png", "ice6_png"]); this.showImage = new ImageAni(["ele" + ElementType.ICE + "_png", "ice2_png", "ice3_png", "ice4_png", "ice5_png", "ice6_png"]);
this.addChild(this.showImage) this.addChild(this.showImage)
} }
......
...@@ -3,6 +3,7 @@ import { Pool } from "../Pool"; ...@@ -3,6 +3,7 @@ import { Pool } from "../Pool";
import { RecoverName } from "../enum/RecoverName"; import { RecoverName } from "../enum/RecoverName";
import { playSound, SoundType } from "../../soundCtrl"; import { playSound, SoundType } from "../../soundCtrl";
import { Tool } from "../Tool"; import { Tool } from "../Tool";
import { ElementType } from "../enum/ElementType";
const offsetX = 91 / 2; const offsetX = 91 / 2;
const offsetY = 62 / 2; const offsetY = 62 / 2;
...@@ -20,7 +21,7 @@ export class PieceToEggAni extends egret.DisplayObjectContainer { ...@@ -20,7 +21,7 @@ export class PieceToEggAni extends egret.DisplayObjectContainer {
eggPiece5: egret.Bitmap; eggPiece5: egret.Bitmap;
constructor() { constructor() {
super() super()
var arr = ["ele9_png", "eggPiece1_png", "eggPiece2_png", "eggPiece3_png", "eggPiece4_png", "eggPiece5_png"]; var arr = ["ele" + ElementType.CHICKEN_EGG + "_png", "eggPiece1_png", "eggPiece2_png", "eggPiece3_png", "eggPiece4_png", "eggPiece5_png"];
var objs = ["showImage", "eggPiece1", "eggPiece2", "eggPiece3", "eggPiece4", "eggPiece5"]; var objs = ["showImage", "eggPiece1", "eggPiece2", "eggPiece3", "eggPiece4", "eggPiece5"];
for (var i = 0; i < arr.length; i++) { for (var i = 0; i < arr.length; i++) {
......
import { Ani } from "../class/Ani"; import { Ani } from "../class/Ani";
import { ImageAni } from "../class/ImageAni"; import { ImageAni } from "../class/ImageAni";
import { ElementType } from "../enum/ElementType";
//原点已是中心 //原点已是中心
export class RockAni extends Ani { export class RockAni extends Ani {
...@@ -10,7 +11,7 @@ export class RockAni extends Ani { ...@@ -10,7 +11,7 @@ export class RockAni extends Ani {
constructor() { constructor() {
super(); super();
this.aniName = "RockAni"; this.aniName = "RockAni";
this.showImage = new ImageAni(["ele5_png", "rock2_png", "rock3_png", "rock4_png", "rock5_png", "rock6_png"]); this.showImage = new ImageAni(["ele" + ElementType.ROCK + "_png", "rock2_png", "rock3_png", "rock4_png", "rock5_png", "rock6_png"]);
this.addChild(this.showImage) this.addChild(this.showImage)
} }
......
import { ElementType } from "../enum/ElementType";
//四种状态的图片 //四种状态的图片
const images = { const images = {
3: "ele9_png", 3: "ele"+ElementType.CHICKEN_EGG+"_png",
2: "eggStatus2_png", 2: "eggStatus2_png",
1: "eggStatus1_png", 1: "eggStatus1_png",
0: "eggStatus0_png" 0: "eggStatus0_png"
......
...@@ -161,7 +161,7 @@ export class Element extends eui.Component { ...@@ -161,7 +161,7 @@ export class Element extends eui.Component {
this.showImage.y = -texture.textureHeight / 2; this.showImage.y = -texture.textureHeight / 2;
//特殊逻辑,因为魔力鸟动效要旋转,所以隐藏原图showImage,还有鸡蛋 //特殊逻辑,因为魔力鸟动效要旋转,所以隐藏原图showImage,还有鸡蛋
if (source == "magicLion_png" || source == "ele9_png") { if (source == "magicLion_png" || source == "ele" + ElementType.CHICKEN_EGG + "_png") {
this.showImage.alpha = 0; this.showImage.alpha = 0;
} else { } else {
this.showImage.alpha = 1; this.showImage.alpha = 1;
......
...@@ -54,7 +54,8 @@ export const submitTran = { ...@@ -54,7 +54,8 @@ export const submitTran = {
4: 8, 4: 8,
5: 9, 5: 9,
6: 3, 6: 3,
7: 2, 9: 2,
10: 10
} }
// SCORE(1, "分数"), // SCORE(1, "分数"),
...@@ -66,3 +67,4 @@ export const submitTran = { ...@@ -66,3 +67,4 @@ export const submitTran = {
// LION(7, "狮子"), // LION(7, "狮子"),
// PIG(8, "猪"), // PIG(8, "猪"),
// STONE(9, "石头") // STONE(9, "石头")
// GREYBALL(10, "灰色")
/**
* 掉落元素类型
* 没用了
*/
export enum FallEleType {
RANELE = 0,//随机元素无特效
RANEFF,//随机元素加随机特效
RABBIT,//兔子 下面的顺序和ElementType前5保持一致,不要随便修改
CHICKEN,//鸡
CATTLE,//牛
LION,//狮子
PIG,//猪
}
\ No newline at end of file
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